Dead Space - title

I'm gonna be perfectly honest with you right up front: I'm coming into this review with a negative bias. This is a remake that does not need to exist. Dead Space is only 10 years old, is an HD game that still looks fine. It is designed around gameplay conventions that are still standard practice today, and so the original still holds up well, outside of some mildly-dated presentation. I get the desire to remake or re-imagine older games that actually are dated, like Resident Evil 2 or Final Fantasy VII, which were both completely redesigned with modern gameplay conventions and (in especially in the case of Final Fantasy VII) bold new creative and narrative decisions. I would also understand the desire to go back and take another stab at more recent games which are really good, but which may have been virtually unplayable due to technical problems. Fallout: New Vegas comes to mind.

But this recent fad of rote remasts or remakes of PS3-era games that were already highly-polished and still modern-feeling (and thus hold up well today) just feels like lazy, cynical cash-grabs to me. Games like Dead Space, The Last of Us, and Mass Effect just feel like completely unnecessary remakes -- especially if they're going to be direct recreations of the original with little-to-no creative liberty. Heck, even the Demon's Souls remake feels unnecessary. I would much rather than Sony and FromSoft just release a digital version of the PS3 game on the PS4 and PS5 storefronts and keep the servers going. Maybe even patch the PS3 game with some of the ease-of-use features that were added for the PS5 remake. I'm still on the fence about Silent Hill 2 and Resident Evil 4, since those remakes might take enough creative liberty to justify their existence (assuming they don't shit the bed in doing so). As such, I did not buy this remake of Dead Space retail. I bought a used, second-hand copy in order to save a few bucks and to not give money to EA (and so as not to seem to give implicit support for this trend of unnecessary remakes).

Coming off of Callisto Protocol, Dead Space feels like a masterpiece.

All that being said, having just recently come off of playing through The Callisto Protocol, the difference is night-and-day. This Dead Space remake is, by far, the much better game. It's a good remake of a good game, and it's a good survival horror game in its own right.

Mostly how I remember it

Dead Space is a pretty straight-forward, by-the-numbers recreation of the original game, with only a few creative liberties taken. It's still a 3rd person shooter built around the challenge of shooting off the limbs of zombies and monsters instead of aiming for the center of mass or going for head shots. The story, mission structure, map, and many set pieces will all be completely recognizable to anyone who played the original game, even though some things here and there might be a little different.

As such, pretty much any review of the original Dead Space still holds mostly true here. All the things that I liked about the original game are still present. Unfortunately, I never reviewed the first Dead Space on this blog, so I can't just link you to that. I'll have to just summarize my feelings here.

Isaac is fully voiced and has more agency compared to the original.

The enemies are threatening, and the combat is challenging. The non-traditional weapons, combined with kinesis and stasis and creative enemy design, provide a lot of variety and strategy in combat that goes far beyond just "shoot bad guy in the head". The setting and lighting really help to sell the sci-fi horror aesthetic. The in-universe, diegetic, holographic interface holds up well and never pulls the player out of the immersive environment. The Ishimura itself still feels like a believable, functional place. The story is derivative, cliché, and cringe-worthy in some parts, but I do like the religious undertones and parody of Scientology.

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The Callisto Protocol - title

I saw a lot of social media posts in the days after Callisto Protocol's release complaining about the game being awful. Some said it was buggy and riddled with performance issues. Others said it was just a bad game, and would be bad even if it were stable.

I didn't experience a lot of the technical issues (on PS5) that others were reporting. But I also didn't start playing till later that weekend, so had the benefit of the day-1 patch. Maybe that fixed a lot of the technical complaints? Yeah, there were still some lingering technical issues, but they were mostly nagging problems that I could look past.

So I went through most of the first half of the game thinking "This ain't so bad." It wasn't very good either. But it seemed like it was being unfairly maligned. It's Dead Space, but just ... not good.

Callisto Protocol is borderline plagiarism of Dead Space, but not a very good copy.

But as I got into the middle of the game's campaign, my opinion began to change. The issues and frustrations mounted until they boiled over in the game's first boss fight (which doesn't happen until more than halfway through the campaign). Callisto Protocol is just not very well designed or though-out. It suffers at fundamental levels of gameplay design.

Space Zombie Punchout

Callisto Protocol's problems start with the awful melee and dodge system -- which is kind of the whole gimmick of the game. Instead of pressing a button to trigger a dodge, the character automatically dodges left or right if the player is pressing the left analog stick left or right (respectively when the enemy makes an attack. The character will also block if the player is pressing backwards when the enemy attacks.

It's a system that feels more like Mike Tyson's Punchout than any action shooter I've ever played. But where Punchout is a boxing game that features a stationary opponent ducking left or right to dodge the punches of a single opponent lined up directly in front of you, Callisto Protocol is ... not that. The character in Callisto Protocol is ambulatory, and attempting to navigate an environment while also fighting multiple enemies at both melee and at range.

I could not get the hang of which direction I should be dodging -- except against bosses.

I found it very difficult to get the hang of the melee combat -- at least outside of boss fights. Strangely, the boss fights seemed to have the most clearly telegraphed attacks and reliable dodging. Outside of boss fights, however, enemies are frequently zombie-like monsters that rush at the player and shamble around, making it difficult to read their movements. As such, I never know which direction to dodge. And even when I do seem to correctly dodge, I sometimes take damage anyway, which leads to the next big problem. Pretty much every time I had to engage in melee combat, I would die and have to retry.

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When I booted up my PS5 for the first time and signed into the PSN, I immediately downloaded a few of the must-have games. You know, the Demon's Souls remake, Miles Morales, and Returnal. I also downloaded some other ... shall we say "less high profile" games that piqued my interest, including the [ultimately very impressive] World War II shooter Hell Let Loose and a little indie game that claimed to be a sequel to H.G. Wells' classic sci-fi novel The War of the World, called Darker Skies.

Darker Skies takes place during the aftermath of H.G. Wells' classic novel The War of the Worlds,
but the visual and sound design is clearly pulled from the 2004 Steven Spielberg movie starring Tom Cruise.

Budget "Last of Us"

I didn't have high hopes for this budget indie title, but I was curious what a game developer would even do with a property like War of the Worlds. As soon as I saw the first enemy, a zombie shambling around just like a Clicker from The Last of Us, my heart sank. With all the potential of the source material, Steel Arts had to go with a zombie game?! The War of the Worlds is a classic sci-fi novel about a Martian invasion of Earth. My expectation for a video game adaptation of The War of the Worlds would either be some kind of survival horror game about surviving against Martians who survived exposure to Earth's microbes, or an action shooter about humans counter-attacking the Martians on Mars, or something akin to XCOM. It absolutely would not be a total knock off of The Last of Us, right down to having infected zombie humans.

And when I say this is a knock off of The Last of Us, I'm not just talking about the presence of Clicker-like zombies. The protagonist has an X-Ray "focus" vision, he scavenges random supplies in order to craft consumables supplies, and most encounters with enemies are intended to be dealt with by various throwable tools. There's even areas of the map that are overgrown with red Martian tendrils, similar to the spore-infested areas of The Last of Us, except this time around, the character doesn't need a gas mask to get through.

The character can use X-ray vision to detect enemies through walls, but only if they are moving.

The only thing missing is the tag-along NPC child character -- which is a big problem because the interactions between the two characters is a huge part of what makes The Last of Us a great game. That's where the heart and soul of that game was. If you played The Last of Us, and you thought the best thing to emulate is the crafting system, then I feel like maybe you missed the point...

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Prey © 20th Century Studios.

I really did not want to watch this movie. But my partner wanted to watch, so we put it on, and I watched. I'm just so burnt out of all the constant sequels, prequels, reboots, and remakes of 30 and 40-year old nostalgia franchises -- not to mention the impending proliferation of nostalgia reboots of 20-year old franchises from the early 2000's. The endless onslaught of terrible Alien, Terminator, and Predator movies has just been exhausting. At least when older movie IPs like Friday The 13th or Nightmare On Elm Street were making more sequels than one can count on a single hand, the producers knew that those movies were B-grade schlock, and treated them as such. Now, these studios think that releasing a new Predator movie every few years should be treated with the same anticipation and reverence as the release of The Phantom Menace, as if it's all some huge, monumental deal that deserves all of our attention. And much like The Phantom Menace, it always seems to turn out to be incoherent garbage.

So imagine my surprise when Prey actually turned out to be good.

The structure is similar to the original Predator movie. A group of warriors goes out into the jungle to hunt an enemy, only to be systematically hunted and killed from the shadows by the Predator. Except this time, instead of being a bunch of beefy, roided-out macho marines with machine guns, our heroes are 18th-century Comanche with bows and arrows and tomahawks.

Despite trying to follow the outline of the original Predator, Prey doesn't work particularly well as a horror movie. The aforementioned glut of Predator and Alien vs Predator movies has completely desensitized people like me to being able to see either the predator or xenomorph as a frightening movie monster. At this point, they are both borderline jokes.

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Atomic Society - title

After going back and revisiting Cities Skylines for its Airports expansion and being thoroughly underwhelmed, I decided to did into my Steam backlog for some other lightweight city-builders. Far Road Games' Atomic Society had just left early access in August of 2021, so I went ahead and downloaded it to give it a try. And I was underwhelmed again.

Atomic Society just doesn't have enough content to keep me playing for very long, and the content that it does have is not nearly as engaging as I would like for it to be. It is a town-builder with a post-apocalyptic theme that seems to be heavily inspired by Fallout (possibly by Fallout 4's settlement customization mechanics). In fact, despite being a town-builder, Atomic Society requires the player to create an avatar character whose backstory is that they had emerged from a fallout shelter and is attempting to lead a band of wasteland survivors to a new home. So yeah, it's basically what you get if you imagined Fallout 4's settlement management in the form of a top-down city-builder instead of a first-person shooter. Sounds good on paper, but Atomic Society is far from the best possible take on the subject matter.

Imagine the settlement-building of Fallout 4 ... but without any of the personality.

Wandering alone

New buildings are few and far between. Because this is a post-apocalyptic game with very scarce resources and population, the total number of structures that need to be built is relatively small (though multiple copies of many basic buildings are required, and I'll be talking about that soon). As such, most of the actual game consists of micro-managing the Town Leader. This Town Leader is usually the one who has to build new structures by hand, and who has to go in and salvage materials from ruined structures and vehicles.

In fact, micro-managing this one character is so critical to keeping your town running, that the SPACEBAR (of all buttons!) is assigned the sole function of automatically selecting and centering the camera on the Town Leader. Usually, I would expect the spacebar in a town-building game to do things like pause or unpause the simulation, or to bring up the build menu or some other important management menu. Nope. In Atomic Society, the most important button on the keyboard is for selecting the Town Leader.

The Town Leader will be doing most of the scavenging, building, and repairing.

Micro-managing the Leader wouldn't be so annoying and tedious if the U.X. for managing him were a bit better. For instance, it would be nice to have a widget in the corner of the screen somewhere that shows what the Town Leader is doing at all times, and a small overview of his current inventory. There's not even a mini-map or hotkeys to quickly navigate to important locations on the map. It would also be really nice if the player could queue up actions for the Leader. Without being able to put multiple actions in a queue, I am stuck having to pause the game every few minutes to check on what he is doing and manually assign him to his next task. I'm constantly stopping the game to tell him to run to a salvage site, then back to a stockpile to drop off the materials, then out to build some building, then somewhere else to repair some building before it collapses, then back out to another salvage site.

All this babysitting gets very tedious, very quickly. Worse yet, when it does come time to actually build things, the need to manage the Town Leader can often get in the way and disrupt the flow of settlement-planning.

It doesn't help that path-finding is completely broken. I'll tell him to go to a ruin site or to deposit his inventory in the nearest storehouse, and he'll circumnavigate the entire map to get there instead of taking a direct route. Or he'll pass by right by a storehouse to get to a different one further away. And if I want him to go to a specific nearby storehouse that he refuses to path to on his own, the only alternative for me is to take manual control and walk him across the map myself using the W,A,S,D keys. It's just miserable.

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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